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editor/packages/viewer/src/components/renderers/item/item-renderer.tsx
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TypeScript

import {
type AnimationEffect,
type AnyNodeId,
baseMaterial,
glassMaterial,
type Interactive,
type ItemNode,
type LightEffect,
useInteractive,
useRegistry,
useScene,
} from '@pascal-app/core'
import { useAnimations } from '@react-three/drei'
import { Clone } from '@react-three/drei/core/Clone'
import { useGLTF } from '@react-three/drei/core/Gltf'
import { useFrame } from '@react-three/fiber'
import { Suspense, useEffect, useMemo, useRef } from 'react'
import type { AnimationAction, Group, Material, Mesh, Object3D } from 'three'
import { Box3, MathUtils, Matrix4, Vector3 } from 'three'
import { positionLocal, smoothstep, time } from 'three/tsl'
import { MeshStandardNodeMaterial } from 'three/webgpu'
import { useNodeEvents } from '../../../hooks/use-node-events'
import { resolveCdnUrl } from '../../../lib/asset-url'
import { useItemLightPool } from '../../../store/use-item-light-pool'
import { ErrorBoundary } from '../../error-boundary'
import { NodeRenderer } from '../node-renderer'
const getMaterialForOriginal = (original: Material): MeshStandardNodeMaterial => {
if (original.name.toLowerCase() === 'glass') {
return glassMaterial
}
return baseMaterial
}
const BrokenItemFallback = ({ node }: { node: ItemNode }) => {
const handlers = useNodeEvents(node, 'item')
const [w, h, d] = node.asset.dimensions
return (
<mesh position-y={h / 2} {...handlers}>
<boxGeometry args={[w, h, d]} />
<meshStandardMaterial color="#ef4444" opacity={0.6} transparent wireframe />
</mesh>
)
}
export const ItemRenderer = ({ node }: { node: ItemNode }) => {
const ref = useRef<Group>(null!)
useRegistry(node.id, node.type, ref)
return (
<group position={node.position} ref={ref} rotation={node.rotation} visible={node.visible}>
<ErrorBoundary fallback={<BrokenItemFallback node={node} />}>
<Suspense fallback={<PreviewModel node={node} />}>
<ModelRenderer node={node} />
</Suspense>
</ErrorBoundary>
{node.children?.map((childId) => (
<NodeRenderer key={childId} nodeId={childId} />
))}
</group>
)
}
const previewMaterial = new MeshStandardNodeMaterial({
color: '#cccccc',
roughness: 1,
metalness: 0,
depthTest: false,
})
const previewOpacity = smoothstep(0.42, 0.55, positionLocal.y.add(time.mul(-0.2)).mul(10).fract())
previewMaterial.opacityNode = previewOpacity
previewMaterial.transparent = true
const PreviewModel = ({ node }: { node: ItemNode }) => {
return (
<mesh material={previewMaterial} position-y={node.asset.dimensions[1] / 2}>
<boxGeometry
args={[node.asset.dimensions[0], node.asset.dimensions[1], node.asset.dimensions[2]]}
/>
</mesh>
)
}
const multiplyScales = (
a: [number, number, number],
b: [number, number, number],
): [number, number, number] => [a[0] * b[0], a[1] * b[1], a[2] * b[2]]
type Point = {
x: number
y: number
}
function getLocalMeshFloorplanPolygon(object: Object3D): Point[] {
object.updateWorldMatrix(true, true)
const inverseRootMatrix = new Matrix4().copy(object.matrixWorld).invert()
const localMatrix = new Matrix4()
const scratchBounds = new Box3()
const scratchPosition = new Vector3()
const footprintPoints: Point[] = []
const collectPoints = (child: Object3D) => {
const mesh = child as Object3D & {
isMesh?: boolean
name?: string
geometry?: {
boundingBox: Box3 | null
computeBoundingBox?: () => void
attributes?: {
position?: {
count: number
getX: (index: number) => number
getY: (index: number) => number
getZ: (index: number) => number
}
}
}
matrixWorld: Matrix4
}
if (mesh.isMesh && mesh.name !== 'cutout' && mesh.geometry) {
if (!mesh.geometry.boundingBox && mesh.geometry.computeBoundingBox) {
mesh.geometry.computeBoundingBox()
}
localMatrix.copy(inverseRootMatrix).multiply(mesh.matrixWorld)
const vertexPositions = mesh.geometry.attributes?.position
if (vertexPositions && vertexPositions.count > 0) {
for (let index = 0; index < vertexPositions.count; index += 1) {
scratchPosition
.set(
vertexPositions.getX(index),
vertexPositions.getY(index),
vertexPositions.getZ(index),
)
.applyMatrix4(localMatrix)
if (Number.isFinite(scratchPosition.x) && Number.isFinite(scratchPosition.z)) {
footprintPoints.push({ x: scratchPosition.x, y: scratchPosition.z })
}
}
} else if (mesh.geometry.boundingBox) {
scratchBounds.copy(mesh.geometry.boundingBox)
scratchBounds.applyMatrix4(localMatrix)
if (Number.isFinite(scratchBounds.min.x) && Number.isFinite(scratchBounds.max.x)) {
footprintPoints.push(
{ x: scratchBounds.min.x, y: scratchBounds.min.z },
{ x: scratchBounds.max.x, y: scratchBounds.min.z },
{ x: scratchBounds.max.x, y: scratchBounds.max.z },
{ x: scratchBounds.min.x, y: scratchBounds.max.z },
)
}
}
}
for (const grandchild of child.children) {
collectPoints(grandchild)
}
}
for (const child of object.children) {
collectPoints(child)
}
return getMinimumAreaBoundingRect(footprintPoints) ?? []
}
function getMinimumAreaBoundingRect(points: Point[]) {
if (points.length === 0) return null
if (points.length < 3) return points
const hull = getConvexHull(points)
if (hull.length < 3) return hull
let bestArea = Number.POSITIVE_INFINITY
let bestRect: Point[] | null = null
for (let index = 0; index < hull.length; index += 1) {
const nextIndex = (index + 1) % hull.length
const current = hull[index]!
const next = hull[nextIndex]!
const angle = Math.atan2(next.y - current.y, next.x - current.x)
const cos = Math.cos(-angle)
const sin = Math.sin(-angle)
let minX = Number.POSITIVE_INFINITY
let maxX = Number.NEGATIVE_INFINITY
let minY = Number.POSITIVE_INFINITY
let maxY = Number.NEGATIVE_INFINITY
for (const point of hull) {
const rx = point.x * cos - point.y * sin
const ry = point.x * sin + point.y * cos
minX = Math.min(minX, rx)
maxX = Math.max(maxX, rx)
minY = Math.min(minY, ry)
maxY = Math.max(maxY, ry)
}
const area = (maxX - minX) * (maxY - minY)
if (area >= bestArea) continue
bestArea = area
const unrotate = (x: number, y: number): Point => ({
x: x * Math.cos(angle) - y * Math.sin(angle),
y: x * Math.sin(angle) + y * Math.cos(angle),
})
bestRect = [
unrotate(minX, minY),
unrotate(maxX, minY),
unrotate(maxX, maxY),
unrotate(minX, maxY),
]
}
return bestRect
}
function getConvexHull(points: Point[]) {
if (points.length <= 1) return points
const sorted = [...points].sort((a, b) => (a.x === b.x ? a.y - b.y : a.x - b.x))
const cross = (o: Point, a: Point, b: Point) => (a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x)
const lower: Point[] = []
for (const point of sorted) {
while (lower.length >= 2 && cross(lower[lower.length - 2]!, lower[lower.length - 1]!, point) <= 0) {
lower.pop()
}
lower.push(point)
}
const upper: Point[] = []
for (let index = sorted.length - 1; index >= 0; index -= 1) {
const point = sorted[index]!
while (upper.length >= 2 && cross(upper[upper.length - 2]!, upper[upper.length - 1]!, point) <= 0) {
upper.pop()
}
upper.push(point)
}
lower.pop()
upper.pop()
return [...lower, ...upper]
}
const ModelRenderer = ({ node }: { node: ItemNode }) => {
const { scene, nodes, animations } = useGLTF(resolveCdnUrl(node.asset.src) || '')
const ref = useRef<Group>(null!)
const { actions } = useAnimations(animations, ref)
// Freeze the interactive definition at mount — asset schemas don't change at runtime
const interactiveRef = useRef(node.asset.interactive)
if (nodes.cutout) {
nodes.cutout.visible = false
}
const handlers = useNodeEvents(node, 'item')
useEffect(() => {
if (!node.parentId) return
useScene.getState().dirtyNodes.add(node.parentId as AnyNodeId)
}, [node.parentId])
useEffect(() => {
const cloneRoot = ref.current
if (!cloneRoot) return
const polygon = getLocalMeshFloorplanPolygon(cloneRoot)
if (polygon.length < 3) return
const nextPolygon = polygon.map(({ x, y }) => [x, y] as [number, number])
const metadata =
typeof node.metadata === 'object' && node.metadata !== null && !Array.isArray(node.metadata)
? (node.metadata as Record<string, unknown>)
: {}
const currentPolygon = metadata.floorplanLocalPolygon
const unchanged =
Array.isArray(currentPolygon) &&
currentPolygon.length === nextPolygon.length &&
currentPolygon.every(
(point, index) =>
Array.isArray(point) &&
point[0] === nextPolygon[index]?.[0] &&
point[1] === nextPolygon[index]?.[1],
)
if (unchanged) return
useScene.getState().updateNode(node.id, {
metadata: {
...metadata,
floorplanLocalPolygon: nextPolygon,
},
})
}, [node.id, node.metadata, scene])
useEffect(() => {
const interactive = interactiveRef.current
if (!interactive) return
useInteractive.getState().initItem(node.id, interactive)
return () => useInteractive.getState().removeItem(node.id)
}, [node.id])
useMemo(() => {
scene.traverse((child) => {
if ((child as Mesh).isMesh) {
const mesh = child as Mesh
if (mesh.name === 'cutout') {
child.visible = false
return
}
let hasGlass = false
// Handle both single material and material array cases
if (Array.isArray(mesh.material)) {
mesh.material = mesh.material.map((mat) => getMaterialForOriginal(mat))
hasGlass = mesh.material.some((mat) => mat.name === 'glass')
// Fix geometry groups that reference materialIndex beyond the material
// array length — this causes three-mesh-bvh to crash with
// "Cannot read properties of undefined (reading 'side')"
const matCount = mesh.material.length
if (mesh.geometry.groups.length > 0) {
for (const group of mesh.geometry.groups) {
if (group.materialIndex !== undefined && group.materialIndex >= matCount) {
group.materialIndex = 0
}
}
}
} else {
mesh.material = getMaterialForOriginal(mesh.material)
hasGlass = mesh.material.name === 'glass'
}
mesh.castShadow = !hasGlass
mesh.receiveShadow = !hasGlass
}
})
}, [scene])
const interactive = interactiveRef.current
const animEffect =
interactive?.effects.find((e): e is AnimationEffect => e.kind === 'animation') ?? null
const lightEffects =
interactive?.effects.filter((e): e is LightEffect => e.kind === 'light') ?? []
return (
<>
<Clone
object={scene}
position={node.asset.offset}
ref={ref}
rotation={node.asset.rotation}
scale={multiplyScales(node.asset.scale || [1, 1, 1], node.scale || [1, 1, 1])}
{...handlers}
/>
{animations.length > 0 && (
<ItemAnimation
actions={actions}
animations={animations}
animEffect={animEffect}
interactive={interactive ?? null}
nodeId={node.id}
/>
)}
{lightEffects.map((effect, i) => (
<ItemLightRegistrar
effect={effect}
index={i}
interactive={interactive!}
key={i}
nodeId={node.id}
/>
))}
</>
)
}
const ItemAnimation = ({
nodeId,
animEffect,
interactive,
actions,
animations,
}: {
nodeId: AnyNodeId
animEffect: AnimationEffect | null
interactive: Interactive | null
actions: Record<string, AnimationAction | null>
animations: { name: string }[]
}) => {
const activeClipRef = useRef<string | null>(null)
const fadingOutRef = useRef<AnimationAction | null>(null)
// Reactive: derive target clip name — only re-renders when the clip name itself changes
const targetClip = useInteractive((s) => {
const values = s.items[nodeId]?.controlValues
if (!animEffect) return animations[0]?.name ?? null
const toggleIndex = interactive!.controls.findIndex((c) => c.kind === 'toggle')
const isOn = toggleIndex >= 0 ? Boolean(values?.[toggleIndex]) : false
return isOn
? (animEffect.clips.on ?? null)
: (animEffect.clips.off ?? animEffect.clips.loop ?? null)
})
// When target clip changes: kick off the transition
useEffect(() => {
// Cancel any ongoing fade-out immediately
if (fadingOutRef.current) {
fadingOutRef.current.timeScale = 0
fadingOutRef.current = null
}
// Move current clip to fade-out
if (activeClipRef.current && activeClipRef.current !== targetClip) {
const old = actions[activeClipRef.current]
if (old?.isRunning()) fadingOutRef.current = old
}
// Start new clip at timeScale 0.01 (as 0 would cause isRunning to be false and thus not play at all), then fade in to 1
activeClipRef.current = targetClip
if (targetClip) {
const next = actions[targetClip]
if (next) {
next.timeScale = 0.01
next.play()
}
}
}, [targetClip, actions])
// useFrame: only lerping — no logic
useFrame((_, delta) => {
if (fadingOutRef.current) {
const action = fadingOutRef.current
action.timeScale = MathUtils.lerp(action.timeScale, 0, Math.min(delta * 5, 1))
if (action.timeScale < 0.01) {
action.timeScale = 0
fadingOutRef.current = null
}
}
if (activeClipRef.current) {
const action = actions[activeClipRef.current]
if (action?.isRunning() && action.timeScale < 1) {
action.timeScale = MathUtils.lerp(action.timeScale, 1, Math.min(delta * 5, 1))
if (1 - action.timeScale < 0.01) action.timeScale = 1
}
}
})
return null
}
const ItemLightRegistrar = ({
nodeId,
effect,
interactive,
index,
}: {
nodeId: AnyNodeId
effect: LightEffect
interactive: Interactive
index: number
}) => {
useEffect(() => {
const key = `${nodeId}:${index}`
useItemLightPool.getState().register(key, nodeId, effect, interactive)
return () => useItemLightPool.getState().unregister(key)
}, [nodeId, index, effect, interactive])
return null
}